branchrust_reboot/main/beescancel
104 Commits over 31 Days - 0.14cph!
Added some tooltips to hive info
Further panel adjustments
- New deployed beehive lootpanel (wip)
- New icons
- New stats (not linked up)
- Use input and output grids
- Missed file settings
- Lootpanel changes
Some minor optimisation to Tree addition spawning
- Proper deployed beehive guide mesh
- Proper deployed beehive item icon
- Setup proper despawn rarities
- Remove from loot tables
Can now sell honey to Bandit Camp (same idea as fertilizer)
Reduced cook time to 1 second
- Prefab cleanup (split client + server nicely)
- Add temporary bee buzzing sounds to beehives, natural hives and swarms
Can now cook Honeycomb in a furnace to produce Jars of Honey quickly
- Changed honeycomb stack size to 100
- Removed logs
Trees call combat entity die on tree destruction rather than kill
- Created Nucelus Grading system (grade initial hive based nuclei to 0 xp, grade 3)
- Increase a Nucleus's XP when honeycomb is created
- Swapped Nucleus to use ItemMod
- Created Nucleus Information Panel
- Display Raw Nucleus XP if it has any
- Comments added to Tree Entity changes
- Lootpanel added to GameUI
- 100% chance for natural beehive to spawn on oak_c (just for testing)
- Honeycomb worldmodel fixes
- Added ability to change tree additive rotation
- Better handling on death of the tree
- Natural hive drops two sets of honeycomb
Created system that allows trees to spawn/handle an entity attached to them (will be used for natural hives)
Beehive now stings you if you take honeycomb
- Nucleus amount type set to genetics
- Natural Beehive changes
- Honeycomb changes
- Adjust deployed hive volumes
- Swapped to a flags approach
- Set max inventory size to 7 to sort the last greyed out icon
Fixed incorrect Lootpanel phrases
Bee swarm scale effects with springs
Integrate my item mod swap changes with jakes
cookingv2 -> bees (merge conflicts)
Implement simple programmer and more advanced designer friendly springs. Will use these for scale animations
- Profile socket mod inside, i'm going to be using it a lot
- Natural beehive file cleanup
- Huge simplification of bee generation
- Depends on Nucleus now
- Changed wording to nucleus rather than nuclei, as it is singluar after all
- Setup proper worldmodel scripts on nuclei and jar of honey
- Created beehive lootpanel
- Changed honey jar sounds
- Nuclei item cleanup
- Setup honeycomb and honey consumption
- Setup extract modifier on honeycomb which has a chance to drop a nuclei
- Updated nuclei path
- Changed item names
- Cleanup item ItemModSwap
- Added support for weighting, can make one item more/less likely to drop
Added nuclei prefab
Moved beehive natural path
- Added honeycomb image + world model (just using natural hive for it)
- Added jar of image item, image + world model
- Added natural beehive (drops honeycomb)
- Honeycomb description
- Manifest
Angry bee swarm experiments
- Code cleanup
- Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
- Added honeycomb
- Beehive now stores items (honeyomb)
- Beehives generate more honeycomb the more bees are inside
- Bee's wont generate unless theres some initial honeycomb inside the hive